Damiel

Jaxal's page

211 posts. Organized Play character for PJP.


Full Name

Jaxal

Race

Elf

Classes/Levels

Empiricist (Investigator) 1 / Inspired Blade (Swashbuckler) 1 | HP: 15/15 | AC: 17 (13 Tch, 14 Fl) | CMD: 15/17 | F: +0, R: +6, W: +2 | Init: +3 | Perc: +6/+7 TF, SM: +4 | Active conditions: None

Gender

Male

Size

Medium

Age

140

Special Abilities

Low-light vision

Alignment

NG

Languages

Common, Elven, Alzani, Goblin, Orc, and Sylvan.

Strength 12
Dexterity 17
Constitution 10
Intelligence 17
Wisdom 10
Charisma 12

About Jaxal

Empiricist (Investigator) 2 / Inspired Blade (Swashbuckler) 1 | HP: 22/22 | AC: 17 (13 Tch, 14 Fl) | CMD: 16/18 | F: +0, R: +7, W: +3 | Init: +3 | Perc: +11/+12 TF, SM: +7 | Active conditions: None

#150786-8
XP 6 / PP 9 / FP 12

Jaxal
NG Male Elf Empiricist (Investigator) 2 / Inspired Blade (Swashbuckler) 1
Faction Dark Archive
Languages Common, Elven, Draconic, Goblin, Orc, and Sylvan.
Initiative: +3

DEFENSE
AC 17 (+3 Dex +4 Armor), touch 13, flat-footed 14
CMD 16 / 18 vs disarm rapier if at least 1 panache remains
HP 22 (10 / 5+1FC / 5+1FC)

Fort +0 (+0 Swashbuckler +0 Investigator +0 Con)
Ref +7 (+2 Swashbuckler +3 Investigator +3 Dex)
Will +3 (+0 Swashbuckler +3 Investigator +0 Wis)

Defensive Abilities
Immune magical sleep
Resist +2 racial saving throw bonus against enchantment spells and effects

+2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

OFFENSE
Speed 30 ft
Base Attack +2; Melee Touch +3; Ranged Touch +4
CMB +3

Melee
Rapier Att +6 / Dmg 1d6+3 P Crit 18–20/×2 (Att: +2 BAB +3 Dex +1 Focus / Dmg: +3 Dex Fencing Grace)
Dagger Att +5 / Dmg 1d4+1, S or P, Crit 19–20/×2

Ranged
Dagger Att +5, Dmg 1d4+1, P or S, Crit 19–20/×2, 10ft range
Longbow Att +5, Dmg 1d8 P, Crit 20/x3, 100ft range

+1 trait bonus on all rolls made to confirm critical hits.

Panache Points: 4 of 4 remaining (+1 min Chr + 3 Int)

Extracts per day
Level 1 (DC 14): (2 + 1)
1. CLW
2. Long arm
B. Illusion of Calm

Extracts Known
1st Level: 5+2
Cure Light Wounds, Endure Elements, Long Arm, Stone Fist, Shock Shield, Polypurpose Panacea, Illusion of Calm

STATISTICS
Abilities Str 12 (+1), Dex 17 (+3), Con 10 (+0), Int 17 (+3), Wis 10 (+0), Cha 12 (+1)

SKILLS (4+3/6+3/6+3=25 ranks)
Acrobatics* +7 (1 rank +3 Dex +3 class)
Appraise* +7 (1 rank +3 Int +3 class)
Bluff* +6 (1 rank +1 Chr +3 class +1 trait)
Climb* +5 (1 rank +1 Str +3 class)
Craft (alchemy)* +8 (1 rank +3 Int +3 class +1 levels) ** Can detect potions and make alchemy items at 1/3 cost
Diplomacy* +6 (1 rank +1 Chr +3 class +1 trait)
... Gather info +8 (1 rank +3 Int +3 class +1 trait)
Disable Device* +8 (1 rank +3 Dex or Int +3 class + 1/2 trapfinding)
Disguise* +1 (+1 Chr)
Escape Artist* +7 (1 rank +3 Dex +3 class)
Fly +3 (+3 Dex)
Heal* +0 (+0 Wis)
Intimidate* +6 (1 rank +1 Chr +3 class +1 trait)
Knowledge*, Arcana +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Knowledge*, Engineering +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Knowledge*, History +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Knowledge*, Nobility +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Knowledge*, Planes +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Linguistics* +7 +1d6 (1 rank +3 Int +3 Class) Auto-Inspired
Perception* +11 /+12 (3 rank +3 Int +2 Race +3 Class / + 1/2 trapfinding)
Perform*
Profession*() (+0 Wis)
Ride* +3 (+3 Dex)
Sense Motive* +7 (1 rank +3 Int +3 class)
Sleight of Hand* +7 (1 rank +3 Dex +3 class)
Spellcraft* +7 +1d6 (1 rank +3 Int +3 class)(+2 to id magical properties of items) Auto-Inspired
Stealth* +7 (1 rank +3 Dex +3 class)
Survival +0 (+0 Wis)
Swim* +5 (1 rank +1 Str +3 class)
Use Magical Device* +7 (1 rank +3 Int +3 class)

Inspiration Points: 4 of 4 remaining (1/2 Level + 3 Int)

COINS
PP 0
GP 1738
SP 9
CP 5

EQUIPMENT
Mithril Chain Shirt (+4 AC) (1100 gp / 12.5 lb)
MW Rapier (320 gp / 2 lb)
Dagger x 4 (2 gp / 1 lb each)
Longbow (75 gp / 3 lb)
Arrows (20) (1 gp / 3 lb)
Arrow (grappling) (1 gp / .5 lb)
Arrow (tangleshot) (20/3 gp) -1 Att penalty
Arrow (raining) (30/3 gp) -2 Att penalty
Arrow (slow burn) (100/3 gp)
+2 Cold Iron Fey Bane Arrow. (scenario only)

Adventurer's sash (20 gp / 3 lb)
Rope, silk 50' (10 gp / 5 lb)
Waterskin (1 gp / 4 lb )
Sunrod x 3 (2 gp / 1 lb)
5 candles (5 cp)
Tindertwig x 3 (3 gp)
Wayfinder (1 PP)
MW Thieves Tools (100 gp / 2 lbs)
Noble Outfit (75 gp / 10 lb)
Anti-toxin (50/3 gp)
Antiplague (50/3 gp)
Alchemist's Fire x 2 (40/3 gp)
Acid (10/3 gp)
Wand, Cure Light Wounds (46) (2 PP)

Free purchase up to 150 gp3 1 PP
Free purchase up to 750 gp3 2 PP

FEATS
Weapon Finesse (Swashbuckler Level 1 Bonus)
Weapon Focus: Rapier (Swashbuckler Level 1 Bonus)
Fencing Grace (Combat) (Level 1) - When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

TRAITS
Anatomist (Combat) - You gain a +1 trait bonus on all rolls made to confirm critical hits.
Extremely Fashionable - Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate. One of these skills (your choice) becomes a class skill.

Arrow (raining) - This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a –2 penalty on attack rolls because of its weight. A raining arrow costs 30 gp, and can be crafted with a successful DC 25 Craft (alchemy) check.

Arrow (slow burn) - Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually combusts; barbs on the arrowhead pierce the pouch when it hits a target. IF you hit a target with a slow burn arrow, it deals damage as normal, but at the beginning of your next turn, the arrow bursts into flames and deals 1d6 points of fire damage to the target.

Arrow (tangleshot) - This arrow is tipped with a tiny vial of tanglefoot goo. Firing a tangleshot arrow is a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. This effect is similar to that of a tanglefoot bag, but with the following adjustments: Reflex DC 10, Strength DC 12 to break, 10 points of slashing damage to cut through, concentration DC 10 to cast spells. A tangleshot arrow imposes a –1 penalty on attack rolls because of its weight.

SPECIAL ABILITIES
Low light vision
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
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Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than base, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways:

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow.
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Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

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Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
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Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
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Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
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Ceaseless Observation (Ex): An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's normal key ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
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The swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

DESCRIPTION
Age: 140, Height: 6'1" Weight: 127 lbs. Hair Color: Blonde
A very prim and proper looking elf, usually wearing a fancy outfit and always sporting very polished boots.

BACKGROUND

BOONS
Spider's Captor +5 Diplomacy check to influence a government official in Andoran (1x only) (1.2)
Explore, Report, Cooperate Ask GM if an action will impact secondary success condition (1x only)
Friend of Janira Gavix +1 Knowledge check in Grand Lodge
Mercy's Blessing: Once only. Re-roll save vs poison or disease. (02-3)
Nira's Gratitude: Souldoll as improved familiar or re-roll a Knowledge, Perception, or Sense motive check using 6+level instead. Once only. (02-3)

HISTORY
1.1 Shadows Last Stand, Part I (+1 XP/+2 PP/+2 FP/+501 GP)
Scroll used (-25gp)
1.2 Shadows Last Stand, Part II (+1 XP/+2 PP/+2 FP/+972 GP)
1.3 The Confirmation (+1 XP/+2 PP/+2 FP/+435 GP)
... Completely retooled from Psychic to Investigator/SwashBuckler
... Used 2 charges CLW wand

2.1 #6-05. Slave Ships of Absalom (+1 XP/+2 PP/+2 FP/+524 GP) = Start 224 GP / End 748GP
2.2 #01. Silent Tide (+1 XP/+2 PP/+2 FP/+453+10 GP) = Start 748 GP / End 1211
2.3 #7-12 The Twisted Circle (+1 XP/+2 PP/+2 FP/+507+20 GP) = Start 1211 End 1738
... used 2 charges CLW

3.1 Available